Custom PC, Issue 123

Custom PC, Issue 123Gareth Halfacree’s Hobby Tech continues in the latest Custom PC Magazine, with a tutorial that’s sure to generate some interest: creating a companion display for your desktop or laptop using nothing more than an outdated and cheaply-available Android tablet – or smartphone, if you’ve got good enough eyesight for that to be useful. As usual, there’s also a review and some vintage computing goodness to mix things up a bit.

First, the tutorial. As with most of the projects that appear in Hobby Tech, I created this for personal use before deciding it might be of interest to others. Having no room for a true second monitor, but frequently running out of window room on my slightly cramped 1,920×1,200 main monitor, I worked to turn an old Android tablet into a secondary display. It’s an easy enough trick to do on Linux, although likely somewhat harder if you’re a Windows user, and extremely handy: I can open anything from a terminal session to a browser window on the display, stream it live and wirelessly to the tablet, and interact with it using my desktop’s keyboard and mouse.

It’s a purely software project – aside from the mounting of the display, which I carried out with Sugru – and one that has certainly seen more use than anything else I’ve documented in the column. It’s particularly useful for keeping an eye on my playlist while I’m working, and while it isn’t without its faults – the tablet has a tendency to drop its network connection every now and again, necessitating a reconnect – it’s been great value for money.

In addition to the tutorial, Hobby Tech this month includes a review of the Embedded Artists 2.7″ ePaper Display – which, as the name suggests, is a compact electrophoretic display designed for embedded hardware. It’s a clever bit of kit compatible with most microcontrollers, although my review concentrates on its use with the popular Raspberry Pi. As an added bonus, while my unit was very kindly supplied direct from Embedded Artists in Sweden, several UK suppliers for the device have appeared since my review including Cool Components – meaning you can save yourself the otherwise cripplingly-expensive postage charges.

Finally, the vintage computing section of the column this month is something very dear to my heart: a look at the IBM Model F keyboard. Built using the company’s patented buckling-spring mechanism, the Model F is generally considered to be the best keyboard in the world – and anyone who says the Model M holds that position simply hasn’t tried a Model F, as the M is merely a cost-reduced and significantly mushier variation of the design. As a writer, I do an awful lot of typing, and I used to get the worrying early symptoms of carpal tunnel and repetitive strain injury. Since switching to an IBM Model F from a Personal Computer AT, I’ve had no such problem – 30-year-old technology solving a problem modern-day gear simply couldn’t touch.

All this, plus the usual news snippets and a bunch of stuff written by people who aren’t me, awaits you at your local newsagent or other magazine retailer, or digitally via Zinio and similar services.

Custom PC, Issue 117

Custom PC Issue 117This month’s Custom PC sees my interview slot taken up with a chat to Nick Thibieroz, senior manager of AMD’s Independent Software Vendor (ISV) Gaming Engineering division, regarding his company’s latest attempt at increasing the immersion of games: TressFX.

If you’re not familiar with the technology, and if that’s the case shame on you for not following my work on bit-tech, TressFX – or to give it its full name, TressFX Hair – is a GPU-accelerated physics engine designed to simulate the interaction between a character’s hair and the surrounding environment. Wind, rain, branches, even the character’s body all interact with thousands of simulated hair strands to create a surprisingly realistic effect.

It’s something the industry has been working towards for years – hardly a SIGGRAPH event goes by without Nvidia showcasing another hair simulation system – but the computational complexity of the task has made it difficult to implement in a working game engine. That’s something AMD has solved, and it waited until it had the system in a shipping game – the new Tomb Raider reboot – before announcing the technology.

The biggest feature of the issue, however, is a special one: an in-depth look at how the development of mobile hardware differs from that of desktop hardware. With input from industry veterans including Nvidia, AMD, Intel and Imagination Technologies, it’s a – hopefully – interesting look at how developing for portable platforms has resulted in some significantly different technologies emerging.

Nvidia is a perfect example: it talks up its Tegra mobile processor as having GeForce-like graphics processing elements, but in truth there’s a distinct difference in how the two technologies work. Interestingly, it’s also the case that development of mobile processing hardware – which has to work in very tight power envelopes – has dramatically changed how the company approaches its power-hungry desktop graphics hardware, too.

It’s a big feature, and one I’m proud to have worked on: hopefully, by the end, readers will be able to better understand how smartphone and tablet hardware – which, thanks to projects like the Kickstarter-funded Ouya console, are increasingly finding their way onto people’s desks – compares to traditional desktop devices.

If you want to learn more about TressFX Hair and its development, or about the development of mobile-centric hardware and the challenges therein, you could do worse than picking up a copy of Custom PC Issue 117 – available in dead-tree format and digitally via Zinio or most other services.

This also marks the last time my column in Custom PC will take the form of a two-page interview spread: big changes are afoot, and I’m proud to say that the column will be taking on a very different – and hopefully more engaging – format from the next issue onwards.